Proposed suggestions to this whole Dynamic Queue debacle
Hello everyone,
I don't post here often but I would love to first admit that I love the idea of Dynamic Queue. Yes the execution is flawed and yes the Queue may be unfair to solo players, but there are legitimate ways of solving Dynamic Queue without scrapping it, while keeping it a true and faithful assessment platform for solo players to evaluate their skills.
I will just put my solutions in bullet points so everyone can read without any headaches:
- Like many have proposed already, Riot should take a page from DOTA 2. DOTA 2's ranked system is in the form of pseudo-Dynamic Queue. In this pseudo-Dynamic Queue you can still queue up with as any number of players as you want up to 5 in total, but when you queue up alone, you are assessed based on your Solo MMR. When you are queued with your friends, you are assessed based on your Party MMR. Solo players will no longer be stuffed in the same performance ladder as premade groups do. As you can tell already this solution allows players to still queue up with any number of premade players but now they have to decide whether to climb with Solo MMR or Party MMR. Solo players are now acknowledged for their skills with their Solo Rank.
- If the system cannot find perfect premade/solo match for both teams (for example a team of solo players being matched against a team of 5-man premade), the discrepancy can be solved by rewarding extra LP for the solo players on the handicapped team when they win and taking away less LP for the solo players on the same team when they lose.
- Set up legitimate percentile-driven criteria for performance assessment, according to players' own elos. If they can do that with grades in champion mastery, they can probably do the same with the ranked system. Of course, solo players are rewarded more LP for pulling off these criteria and loses less LP when unsuccessful. Such criteria can include: KDA, kill participation (percentage, including assists), objective control, CS, healing done, damage done, damage shielded, number of wards placed and number of wards destroyed, etc... Of course these criteria need to be adjusted accordingly according to champions, positions AND match times, but I am sure Riot has already figured that out since they already established the grading system for champion mastery.
Thoughts on these suggestions?